i built the following deck quite recently and is still under heavy modifications and adjustments. but i think it is quite alright to post it, mostly as an idea. i used it mainly on platinum arena with decent results although i would not recommend it for farming, mostly for the length of the winning games it produces. the losing ones are fortunately quite short. so here it is
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52n 52n 52n 52n 52n 592 5c6 5ia 5io 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u6 6u9 6u9 719 719 77f 7do 7do 7gp 7hi 7k0 7k2 7k6 7n1 7n1 7n1 7n1 7q5 7q5 7q5 7q5 7q5 7q9 7q9 7q9 7q9 7q9 7q9 7t8 7t9 8ps
what is the strategy behind this deck. the main offensive idea lies in destroying the enemy's creatures with the massive amounts of creature destruction cards the deck contains and simultaneously acquire a skeleton army from the boneyard cards. then you can choose between two ways or even mix them up. play shard of patience in order to augment the attacking power of the skeleton army or use skill "improve" of the fallen druid card onto the skeletons. both ways will create o formidable attacking front line.
as an auxiliary attacking resource there is the possibility of creating a nymph army with your lone water nymph.
but these are not the core ideas behind this deck since it is mainly a defensive one. so the main strategy is to freeze the flow of the game until you are ready to fight.for this reason, cc cards( 4 lightning storms, 2 fire storms, 2 pandemonium, 2 improved plague) can be used just to destroy enemy creatures and help you survive. in the same direction lie the 6 sundials which prevent any attack from creatures.besides that they speed up your drawing , a so much needed property of a 60- card deck which give them the status of a perfect fitting card for this deck. for the same reasons there exist 5 electrum hourglasses and the choice of mark time.
why 5 supernova instead of 5 quantum towers. supernova produces 24 mana in one round whereas a quantum tower produces the same amount in 7 rounds. after 7 rounds one would prefer to have towers, but this deck has no mana issues late game so this choice was made according to the thought of augmenting the weak early game of the deck. of course this is a debetable choice since there is no stable entropy quanta source and there is a possibility that a supernova cannot be played whereas the tower automatically brings itself into the game.
improved miracle is a game changing card and could not be omitted from this deck.in many cases it would buy you time to complete your defence.
emphatic bond synergizes well with the rest of the decks gameplay as in mid- late game scenarios your are likely to have many creatures on board and a 20+ plus heal per round from one card is most welcome.
the deck has two shields which are very important for the deck's well being.almost in every case you would prefer permafrost shield over dusk mantle, but still there are some where only mantle has the possibility of saving your hp. besides that it is cheaper and thus can be played earlier.
there is also a third shield which is not something special. mirror shield decreases every attack by one point but even this shield can find itself useful especially in the early game as it is very cheap, or when you want to have a shield that cannot be stolen. there is also a potential of countering a mono aether shard based deck.
sanctuary. provides a useful 4 healing per round but most importantly it protects your mana poll and is directed against one card namely black hole.do not forget that furthermore it protects your hand so nightmare is useless.in general it is a quite useful card to have.
as an "intermezzo" note. you might consider " one card in 60, how many are the odds of drawing this or that necessary card..." but the truth is that this a fast drawing deck or at least this is what it was meant to be. with 2 hourglasses on board and the possibility of sundials you will come to agree that the odds of 1 in 60 are not so small after all...
lastly,improve steal and the pulverizer give some permanent control. one of the many reasons behind this decision is that sundials only stop creatures not weapons.
well this is all and not all in the same time. i cannot cover every aspect of the play of the deck in just a few paragraphs. you will have to try it for yourself if you think it is worth a try. certainly, the wins are more enjoyable than most decks so.. have fun!
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52n 52n 52n 52n 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u9 6u9 71b 71b 77f 77f 7do 7do 7gr 7gr 7hi 7hi 7k2 7k2 7n1 7n1 7n1 7n1 7q5 7q5 7q5 7q5 7q5 7q5 7q9 7q9 7q9 7q9 7q9 7q9 7t9 7t9 7th 7th 80d 80d 8ps
I tried that in trainer. Bone wall good.
Other options.
Air nymph + quint = stallbreaker
FFQ is good. Might try Oty.
Great deck, nice rainbow control.
6 hgs needed since you want to draw one.
Fun fact: Voodoo+SoP>weapon.